So, Monday (Halloween) ended up being busier than I thought it would be and I didn't get a chance to do any last minute touches that night. As it stood on 10/30, I had a complete engine but no levels except the few test areas I made. I wanted to have at least level 1 done for the 10/31 release but that didn't happen.
11/1 & 11/2 also ended up being busier than I thought though I did manage to make level 1 and most of level 2. My decision to allow the levels to be up to a 10x10 screen grid makes them a little time consuming to put together as they can grow pretty large. I have to map out the levels with pen and paper for the larger levels.
The "good" news is that I plan on only having three more levels after the first two (five total) so it is "finish-able". I could definitely do more but that would require more sprite assets to change up the look of things. Even as it is now, there could be more but I'm sort of burnt out on making images.
Hopefully I can get those three levels done in the next week. I figure I'll wait until then to do an actual release now that it's late already anyway.
Well, the deadline for this has come up way faster than I would have thought and I'm wayyyyyy behind (read: I spent 20 minutes one night playing with an idea). I got caught up updating the DiscApp site so that the email subscription service is integrated into the main code base. That opened a can... more
No I didn't forget....- Erik_,Thu Nov 03 2022 11:01am
Code wise, things are about as good as they're going to be for a 10/31 release. I only have to add 1 more enemy and the "instructions" selection off the main menu... oh and some levels to actually play besides the test ones I've made. I expect the 10/31 release to be bug ridden and completely unbalanced... more
This one is actually working out to be pretty decent. There's some engine janky-ness that I'm noticing while mapping out level 3 that I sort of have to work around. I guess that's expected as the core of the game was written in a crunch. I actually think I like this one better than Santa's Delivery... more
That way they'll both be out of season? As you keep writing game engines, you'll get to the point where they can be done faster and faster. Except for the creative bits, I wonder if it'd be possible to write a new game in a week.
QB has sort of become like riding a bike over all these years. Once I actually dedicate some time and sit down and start hacking away at it, it comes flooding back. lol Halloween game is looking at a Thanksgiving-ish release. Work and life has kept me from making almost any progress on level 3 for... more
Did you do anything you wanted to do? Yeah, life's gotten busy for me too. I've got 3 models in the queue and can't seem to get any time to work on them. Hopefully that changes with both kids going to daycare twice a week. My wife wasn't too happy with me the first time they went all day, I went... more
Below is the first screenshot from within the map editor using a test map I threw together with some examples of the sprites in the game. Objects (like keys, enemies, player, and other pickups) have a transparency color so that they don't disrupt the tile sprite they're standing/placed on. You can see... more
Originally I wanted a whole bunch of Halloween style weapons that you get throughout the game but due to time constraints, I've cut that number down to three. You do start unarmed though. I remember that in Zelda 64 when you had to sneak into the castle as young Link. It's been forever and a day since... more
It'd be kinda awesome and a kinda awesome status to have "beat entire game with no offensive attack." Add a bonus of like 1,000,000 Drew Carey points. (You know, where everything's made up and the points don't matter.)
You need it in level 3 though because you have to throw stuff at switches to flip them on and off. I like that idea though. I could add a score bonus for completing level 2 though without picking up a weapon.
This is actually (knock on wood) going along smoother than Santa's Delivery Rush. I've decided to use the same "graphics engine" for the game, map editor, and sprite editor. It's a new engine from scratch and different from SDRs. Sharing the same engine has helped so far keep things moving along quickly.... more
They built an engine and released two separate (Oracle of Seasons, Oracle of Time) games. They purposely interrelated them, but it could have been different games and they were both fun. I guess with 10 days left, you should go simple and get things done. Other wise, your game might turn out to... more
I think I'm on track though if I keep working like I have been in the evening. I've some how managed to already get dangerously close to QB45's memory limits to the point that it started throwing weird error messages. I had one where it said I was trying to pass an invalid parameter type (I wasn't)... more
"Don't save anything you can recalculate." Raymond Chen said they used this philosophy for big performance gains, but here it looks like in this case the calculation is expensive and saving it is much less so. The to-do list remaining is: * Add enemies and their visual assets Class: Make it work... more